Spells allow an ordinary person to do extraordinary things. They are useful for healing, attack, defense,
solving problems, overcoming obstacles, and revealing that which is hidden. Though a spellcaster is not as
deadly as a trained warrior, he is extremely useful to any adventuring party. Sorcerers and wizards learn
spells by memorizing the proper incantations and gestures. Bards learn to sing and play mystical songs.
All of them use magic to perform miracles through mind over matter.

Optional Rules: Allow players to spend 10 XP to invent a new spell for their character.
Reduce the MP cost of a spell by one (minimum 1) if the player roleplays a magic spell with an interesting visual
and audible effect.

Click the plus (+) symbol to expand each list of spells.

Incantations

Sorcerers and wizards learn incantations. Only Low Magic incantations can be selected at character creation.
These spells have a limited range. They can only affect targets within line of sight. The center of an area
effect incantation must also be within line of sight. The caster can choose the radius of an area affect spell
when it is cast. The minimum radius is his own hex, while the maximum radius is 5 hexes. A character must be
able to speak to cast spells. He must also have one hand free to cast High Magic incantations.

Low Magic Incantations

Spell

MP

Dur.

Description

Arcane Senses

2

1 hr

Gives a target the ability to see magic, and a +1 bonus to the Arcane skill.

Ascending Rope

2

10 min

Causes a rope to straighten, become inflexible, and stand up vertically with one
end touching the ground.

Aspect of the Owl

1

1 hr

Allows the target to see normally in weak moonlight or better.

Aspect of the Stag

1

1 hr

Gives the target x2 ground movement speed.

Aspect of the Wolf

2

1 hr

Gives the target a +3 bonus to tracking and hunting.

Beast Claws

2

1 hr

Causes the target to grow sharp claws with an AV equal to Punch+1 that inflict 1 damage.

Cure Ailment

1

Instant

Cures colds, flu, rashes, allergies and other minor illnesses suffered by the
target.

Cure Poison

2

Instant

Cures all poisons, venoms and toxins affecting the target.

Delouse

1

Instant

Kills all insects and parasites biting or infesting the target.

Descend

1

1 hr

All party members in range fall too slowly to be harmed.

Druid's Cudgel

2

10 min

Doubles the damage of a blunt weapon when used on wood.

Fire Orb

2

Instant

Creates a tangible orb of fire which the caster can throw at a target.
AV 3, 2 damage.

Frost Orb

2

Instant

Creates a tangible orb of frigid air which the caster can throw at a target.
AV 4, 1 damage.

Gloom

1

*

Covers an area in thick fog causing a -3 PER penalty, in a radius of 1 hex
per round of concentration. The fog disperses normally.

Hawk Sight

1

1 hr

Grants a target the ability to see 3 times as far as normal.

Heal Wounds

2

Instant

Restores 1d6/2 health points (round up) and cures stun.

Mend Item

1

Instant

Fixes minor damage in an inanimate item, such as rust, cracks, tears, stains,
or fraying.

Mystic Orb

2

Instant

Creates a tangible orb of magic energy which the caster can throw at a target
that ignores all armor. AV 2, 1 damage.

Obscure

2

1 hr

Gives the target a +2 bonus to stealth.

Otter Kin

2

1 hr

Gives the target a +5 bonus to swimming.

Shocking Blow

2

10 min

Gives the caster's unarmed strikes a chance to stun the target with an AV of 5
for 3 points of stun. The target can save versus stun to resist the effects.

Solar Water

1

1 day

Imbues water with the faint glow of sunlight, making it harmful to vampires
and other sunlight-allergic creatures. AV 8, 1 damage per cup.

Squirrel Kin

2

1 hr

Gives the target a +3 bonus to jumping and climbing. The target can leap
Body feet horizontal, and ½ Body vertical

Extinguishes one fire no larger than a bonfire, or multiple flames no larger
than a torch.

Regenerate

6

Instant

Restores 3d6 health points, regenerates lost tissue, and removes all scars. This
spell can only be used once per target, per year.

Reveal Traps

2

1 hr

Gives the target a +3 bonus to the underworld skill when detecting traps.

Shadow Walk

2

1 hr

Grants a +5 bonus to stealth for the caster only.

Staff of Might

3

10 min

Increases the AV of blunt weapons by 1.

Vorpal Edge

3

10 min

Increases the AV of a bladed weapon by 1.

Zone of Silence

2

1 min

Nullifies sound in an area from any source. This prevents spellcasting.

Mystical Music

Bards learn mystical music. Only Low Magic songs can be selected at character creation. These spells
have a limited range. They can only affect targets within range of hearing. Songs with an area of
effect are always centered around the caster. He can choose the radius of an area affect spell when it
is cast. The minimum radius is his own hex, while the maximum radius is 5 hexes. The caster must be
able to speak. He must also have both hands free to play an instrument while casting a High Magic song.

Low Magic Songs

Spell

MP

Dur.

Description

Aria of Purity

1

Instant

Makes all food and water in range safe for consumption.

Battle March

2

10 min

Grants all allies in range a +1 saving throw versus fear, a +1 initiative,
and prevents them from being surprised.

Cacophony

1

1 hr

Repels small insects and animals from the area.

Chant of Stealth

2

1 hr

Grants a +1 stealth bonus to all allies in range.

Discordant Tune

1

8 hrs

Causes a loud alarm sound to be heard if a creature enters the area of effect.

Causes a creature or item to appear within range. It does not move or make any
sound. The caster must be familiar with the item. Viewers can make a saving throw versus
illusion to realize that it's fake.

Gypsy Folksong

1

1 hr

Allows the caster to know whether anyone in range is currently feeling extremely
hostile or plans violence.

Hero's Anthem

2

1 hr

Grants a +3 bonus to leadership and diplomacy.

Palaver Chant

1

1 hr

Allows the caster to understand the spoken words of any creature within range.

Requiem

1

1 hr

Allows all ghosts/spirits in range to be seen and heard by those present.

Siren's Voice

2

1 hr

Grants a +5 bonus to carousing and a +2 bonus to acting.

Song of Air

2

1 min

All allies in range become immune to discomfort or damage from cold.

Song of Fire

2

1 min

All allies in range become immune to discomfort or damage from heat.

Song of Stone

3

1 min

All allies in range are granted tougher skin, adding 1 DV.

Song of War

2

1 hr

Gives all allies in range a +5 bonus to save versus fear.

Song of Water

2

1 hr

All allies in range gain the ability to breathe underwater.

Soothing Lyrics

2

10 min

Causes all non-sentient animals within range to remain calm unless harmed,
with no saving throw.

Storm Shanty

1

1 hr

Protects an area from strong winds, rain, hail, fog, lightning and other aspects
of bad weather.

Trackless March

1

1 hr

Prevents all creatures in range from leaving footprints.

Twilight Aria

1

1 hr

Causes the area to shine with candle light.

Undine's Melody

2

10 min

Allows all allies in range to walk on water as though it were solid earth,
however a Body check may be required to avoid tripping or falling due to waves.

Whispering Wind

2

Instant

Sends a quiet, verbal message to one target the caster is familiar with.
The target must be within 10 miles. The message takes 1 minute per mile to arrive.

High Magic Songs

Spell

MP

Dur.

Description

Dirge of Defeat

4

1 rnd

Causes all enemies in range to save versus fear or retreat at the end of the round.

Dreamer's Melody

4

1 min

Causes an illusionary creature or item to appear within range, doing whatever
the caster desires. The caster must be familiar with both the creature or item, and the
action it is performing. The illusion can make sounds up to 100 decibels. Viewers can make
a saving throw versus illusion to realize that it's fake.

Fool's Ditty

4

1 min

Brings bad luck to all enemies within range, causing a -1 penalty on all dice rolls.

Loyal Harp

3

1 hr

Allows the caster to play a musical instrument without touching it.

Madrigal of Magic

3

1 min

All creatures within the area of effect gain a +2 saving throw versus spells and magic.

Serenade of Torment

3

1 min

All creatures in range must save versus pain or suffer a -1 penalty on attacks
and physical skills.

Song of Iron

5

1 min

All allies in range are granted tougher skin, adding 2 DV.

Song of Orpheus

4

10 min

Causes all creatures in range to perceive the caster as a normal part of their
surroundings and beneath notice, so long as he takes no threatening or highly unusual
actions. Non-sentient creatures do not get a saving throw.

Each race has a small number of unusual (read: generally useless) spells that they can cast.
Characters of any class can learn these spells through book learning, persistent experimentation,
or simple observation. Each spell has different verbal, somatic and material requirements. They
cost no experience points to learn and drain no magic points when cast.

Racial Spells

Spell

Race

Effect

Requirements

Aura of Fury

Dwarf

Causes enemies in hearing range to become extremely angry.

Shout stinging invectives and creative expletives.

Deathwish

Dwarf

Convinces enemies within line of sight that the caster is insane and
intends to hack them to pieces regardless of personal risk.

Use a long stick with a pointy end to sharply jab the suspected corpse.
A body that shouts in pain or curses is alive, a body that groans and stumbles toward
the caster is undead, and a body that doesn't even flinch is just plain dead.

Dispel Darkness

Orc

Creates light in a small area directly around the caster.

Strike two spark-producing materials together near a flammable substance.

Limited Wash

Orc

Reduces the caster's body odor.

Stand in or under a stream of moving water and count to ten.

Sedating Fist

Orc

Causes a target to fall unconscious. May also decrease the target's Mind attribute.

With great speed, apply a fist to the target's head, aiming for the chin.

Shocking Grasp

Orc

Zaps a target with a small electrical charge.

Rub animal fur wrist band against hair or wool cloak. Touch target.

Stinking Cloud

Orc

Creates a volume of choking vapors directly around (mostly behind) the caster.

Prepare in advance by eating a large quantity of beans, radishes or rutabagas.
At the appropriate moment, clench stomach and bowel muscles.